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Award Showcase Spectacular


Award Showcase Spectacular
In case you hadn't noticed, free-to-play games are a pretty big deal these days. And at a PC-focused show like Gamescom, they're an especially big deal. Luckily for you, we've spent countless hours looking through the weirdest, craziest, and scariest games on display here at Gamescom to bring you the Gamescom Free-to-Play Award Showcase Spectacular!


Most Historically Educational Way to Destroy Planes Winner: War Thunder
From Gaijin Entertainment comes this WWII-based vehicular combat game where one half is a player-versus-player massively multiplayer online game that has players filling the sky with dueling airplanes (and ground vehicles to follow in a later update) while the other half is a campaign that lets you reenact battles such as Peleliu, Guadalcanal, and more. Learn the ropes of aerial combat while taking part in some of history's most memorable conflicts, and then start blasting rival planes from the sky when not decorating your plane with era-specific pinup girl decals.

War Thunder Most Terrifying Depiction of American Crime From a Korean Developer Winner: District 187: Sin Streets District 187 is a scary vision of urban crime in America. In this first-person shooter, crime is so prevalent that street gangs and police SWAT teams are locked in a perpetual turf war, stealing money away from each other in game modes like Bank Heist and outfitting their weaponry with increasingly deadly attachments as they work up through a COD-like leveling system. Clearly, no citizen is safe. But it's probably their own fault for moving to a place called District 187 to begin with  Most Compelling Reason to Hope We Don't Find Ancient Treasure on Mars Winner: Star Conflict

Also from Gaijin Entertainment is this space combat MMO game about a future where man has discovered the treasures of an ancient civilization in a distant galaxy. And subsequently, as humankind so often does, we all just end up fighting over it. In this case, though, that fighting is done using powerful spaceships that you can upgrade through absurdly detailed tech trees. So, on second thought, maybe we should find ancient treasure on mars. Star Conflict Defianc Above: Star Conflict (left), Defiance (right) Best Reason to Watch Syfy that Doesn't Involve Giant Sharks Fighting Robotic Dinosaurs Winner: Defiance Trion Worlds and Syfy have pooled their resources to create a postapocalyptic world that spans both television and video game. The aim for this union is to have both sides influence each other in interesting ways. For example, a character in the game may steal an important item from the player only to have that item pop up again in the show. Or a character in the show may digitize themselves into the game, where they are then spawn camped, and the whole operation is brought to a screeching halt. Best Game Based On a Game Show About Murdering People for Fun Winner: Bullet Run In the near future of the Bullet Run universe, a revolutionary new "Synth" technology lets people reincarnate themselves into new bodies upon death. This groundbreaking, scientific achievement--which skirts the edges of divinity--is put to use fueling the latest reality-TV craze: Bullet Run. Just imagine Big Brother, but with a lot more guns and a lot less…everything else. Here, the goal is not only to win, but to hype up the crowd with fancy kills and strategically deployed taunts. Plus, you can play right now.
Best Submarine-Based Game That Doesn't Involve Sean Connery
Winner: Silent Service
Ubisoft's stable of free-to-play, browser-based games includes the hardcore submarine sim Silent Hunter Online. Life on a submarine is anything but riveting, and to Silent Hunter's credit, it manages to reflect that sentiment quite well. Of course, once a dozen or so friends join in, one-on-one naval battles quickly scale to epic, explosive exchanges of torpedoes. As the captain of your vessel, you must manage your crew efficiently and pay close attention to the numerous gauges and displays surrounding the periscope. Should you fail in your mission, you may find yourself in a steel casket on the bottom of the ocean before you know it.
Best Way to Play a Ubisoft PC Game That Doesn't Involve Waiting a Month After the Console Version Winner: Anno Online Ubisoft's city-building sim gets its first multiplayer release in the form of a browser-based, Flash 11 game, but there is little sacrificed in the way of scale, or detail, in the transition. Friends can work together to create gigantic empires that are indistinguishable from those found in the retail releases, and if you wish to speed things up, a tiny donation to Ubisoft will help speed things up. With the help of hundreds, if not thousands, of other players, your civilization has the potential to grow to a massive scale through cooperative efforts and trade, rivaling the enormity of empires found in other games in the Anno series, if not the entire world-building genre
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new game Award Showcase Spectacular 



Trine 2


Trine is a side-scrolling action platform and puzzle video game originally released 2009, and is now available for Microsoft Windows, Linux, Mac OS X, and PlayStation Network. It was developed by the Finnish company Frozenbyte, who previously developed the Shadowgrounds series. The game takes place in a medieval fantasy setting and allows players to take control of three separate characters who can battle enemies and solve environmental puzzles.


On December 7, 2011, Frozenbyte released a sequel titled Trine 2

Gameplay

The player controls and switches between three different characters (a thief, a knight, and a wizard) to try to complete levels. There is also a cooperative play feature, whereby multiple players can join in at any time to control different characters simultaneously. Each character has their own health and energy meter. Energy is used for certain weapons and abilities, and is replenished by blue-colored bottles found throughout levels. Health is replenished by collecting heart-shaped containers, which result from destroying certain enemies.

The player also has a single experience rating that is shared among all characters, and is incremented by acquiring green-colored bottles found throughout levels. Every 50 experience points, each character is given one point towards the purchase of upgrades to their abilities. Treasure chests are also spread throughout levels, each containing a charm that offers the bearing character new or upgraded abilities. The player can transfer these objects between characters, though some will only have an effect on certain characters.

Checkpoints are spread throughout levels, in the form of silver orbs on pedestals. Upon crossing a checkpoint, any deceased characters are brought back to life, and any characters below a certain amount of health and energy are replenished up to that amount. The amount of energy and health replenished is dependent upon the difficulty setting chosen by the player. When a character dies, the player must choose another living character to continue playing the level. If all three characters die, the player is sent back to the last checkpoint crossed, and all three characters are resurrected.

Enemies primarily include walking skeletons, spiders, and bats, along with boss characters, like giant skeletons and other large creatures. Some skeletons are armed with swords, others with bows and arrows, some spit fire, and some have shields. Skeletons are capable of scaling walls. Other dangers include lava, fireballs, giant sharp pendulums, and various other booby traps.

Trine uses Nvidia's PhysX physics engine to provide objects and characters with full physics interaction.
Setting

Trine takes place in a forsaken and ruined kingdom. After enjoying a period of great peace, the king died without leaving an heir, plunging the kingdom into political instability. Taking advantage of the chaos, an undead army suddenly appeared and attacked, forcing the inhabitants to abandon the realm, save for those few souls brave enough to face the perils that had now befallen it
Characters

The game's story is primarily told by an an all knowing narrator voiced by Terry Wilton. Speaking after the fact, he fills in plot details in between the levels, as well as introducing and concluding the game.

Zoya the Thief, the first of the three heroes introduced in the game, is voiced by Vicky Krueger. The thief's weapon is her bow and arrow. The bow can be "charged" by holding down the fire button before releasing, and longer charges make for farther, straighter shots. The thief also has a grappling hook which can be fired at wooden surfaces. Regular arrows and the grappling hook are unlimited, and do not diminish the thief's energy. At some point during the game, the thief can acquire the ability to shoot flaming arrows, which do diminish her energy. Flaming arrows inflict more damage on enemies, can break certain objects, and can light torches found in certain dark areas of the game.The thief's possible upgrades include shooting more arrows with each shot, faster charging of the bow, and more damage inflicted with the flaming arrow. She is the quietest of the three heroes, and takes a strong liking to the magical forest ruins presented towards the end of the game.
Game screenshot including Amadeus the wizard and Pontius the knight

Amadeus the Wizard, voiced by Kevin Howarth, has the ability to use sorcery to move objects remotely, as well as conjure new objects into existence. Initially, the wizard is only able to conjure a cube-shaped object. At some point in the game, he acquires the ability to conjure an oblong platform (called a "plank" in the game). The box and plank behave as normal objects, obeying the laws of physics and gravity. The wizard later acquires the ability to conjure a floating object shaped like a square pyramid (called a floating platform in the game), which remains at a fixed point in space unless the wizard moves it.

Conjured objects are primarily used to help overcome obstacles and reach difficult areas. The plank, for example, can be used to bridge gaps. All conjuring and remote moving drains the wizard's energy. The wizard has no traditional attacks, however he can crush certain enemies by hurling objects into them. He can also block attacks by conjuring or moving objects in their path. The wizard's possible upgrades include the ability to conjure more than one box or plank into simultaneous existence (whereas initially only one of each could be on the screen at once), changing future conjured floating platforms into wood (so that the thief can attach her grappling hook to it), and making the floating platform into an explosive that the knight or thief can trigger. In the game, he is shown as being wise but also foolish, cowardly but determined, and imagines himself to be a bit of a ladies man.

Pontius the Knight's initial weapons are his sword and shield. He is voiced in the game by Brian Bowles, and is presented as a brave and loyal companion despite the fact he is not that bright, and has a strong love for food and drink. The player can at some point acquire a flaming sword during the game, which the knight can use to inflict more damage as well as use to light torches; the player can also pick up a sledgehammer for Pontius. The knight also has the ability to lift certain objects and hurl them, and his shield can be used to deflect enemy attacks, as well as falling objects and projectiles. The knight's possible upgrades include additional sword damage, charging attacks, and additional sledgehammer attacks.
Plot
Amadeus the wizard near the spyglass at the Astral Academy

After an unspecified amount of time, Zoya the thief arrives searching for a legendary treasure in the Astral Academy, a derelict institution of magical studies. Unknown to her, Amadeus the wizard had remained at the academy to study the skies and unsuccessfully attempt to learn the elusive fireball spell, while Pontius the knight had also arrived, convinced that it was his duty to protect the academy. The three meet at the shrine of ancient treasure and, touching a magical object at the same time, disappear. The wizard recalls that the treasure is actually an artifact called the Trine, which has the power to bind souls. This results in only one of them being able to physically exist, with the other two being forced to remain inside the Trine. Amadeus also remembers that the Trine was connected to the legend of a guardian, whose tomb could be found under the Astral Academy.
Zoya the thief exploring the forest ruins

Searching for a way to free themselves of the Trine's effect, the three heroes explore the catacombs under the academy, finding the guardian's tomb. The wizard deciphers some of the inscriptions inscribed on it and discovers that there were once three artifacts: one for the soul, one for the mind and one for the body, each protected by a guardian. The guardians used the three objects to maintain peace throughout the kingdom. Amadeus believes that reuniting the three artifacts might undo the spell binding their souls. The inscriptions also suggest that one of the artifacts was guarded in the castle of the old king. The trio searches the castle, finding the king's journals, which describes how the artifacts of mind and body can be found in some ruins immersed in a large forest, the home of the three guardians and where the three relics were originally created.

Exploring the ruins, the three learn at the burial place of one the guardians that the Trine, the artifact of the soul, was separated in an earthquake from the artifacts of mind and body, which became tainted. This gave birth to an evil tower from which the soulless undead first emerged. The trio ascends the tower, avoiding the obstacles created by a gargantuan undead (which is in fact the old king returned as a wraith) and combines the Trine with the two lost artifacts, unbinding their souls. The undead are cleansed through the kingdom, allowing it to eventually recover, with the wizard, the thief and the knight proclaimed as its heroes. The game ends with the narrator describing what happens to the three heroes; Pontius gives in to his true passion and becomes the new King's royal ail provider, Zoya is given reign over the forest ruins, and Amadeus gets married to a lady called Margaret, who gives birth to triplets. Despite their parentage, each of the children mastered the fireball spell before the age of one.



Recommended System requirements

OS: Windows XP, Windows Vista or Windows 7
Processor: 2.0 GHz CPU (Dual Core recommended)
Memory: 1 GB
Hard Disk Space: 1.5 GB
Video Card: ATi Radeon HD 2400 or NVIDIA GeForce 7600 or better (Shader Model 3.0 needs to be supported)
DirectX®: 9.0c
Sound: DirectX 9.0c compatible
Additional: *Please note that Trine 2 may not run on most Intel graphics solutions used in 2004-2009. The game does run on new (2010-) Intel HD Graphics 3000 or better


DUNGEONS The Dark Lord

DUNGEONS The Dark Lord free game for pc full version download is a strategy/simulation video game developed by Realmforge Studios and published by Kalypso Media. It was officially announced August 12, 2010 and was released on January 27, 2011 in Germany[2] and February 10, 2011 in North America
Gameplay


Dungeons differs from Dungeon Keeper in that the purpose is to care for heroes and not monsters. In order to gain the Soul Energy needed to purchase high-end equipment for the dungeon, heroes need to be killed only after they are fully satisfied. Heroes are pleased if they, for example, find treasure or fight challenging, but not overpowering opponents. Unlike Dungeon Keeper, the player also has an on screen avatar, the Dungeon Lord, who can teleport bodies to the prison room to have their Soul Energy harvested or roam the dungeon defeating heroes. He will re-spawn at the dungeon heart if he is slain, at the cost of the dungeon heart's health points
DUNGEONS The Dark Lord v1.0.0.0 multi3 cracked-THETA | 1.61 Gb
Year: 2011 | Genre: Strategy (Manage/Busin. / Real-time) / 3D | Language: English, German, French | Platform: PC | Publication Type: License
Publisher: Kalypso Media Digital | Developer: Realmforge Studios

Dungeons: The Dark Lord is the sequel to Dungeons, the game where the more evil you are, the better! There are a slew of exciting new features, including four-player multiplayer in four modes! Along with the addition of multiplayer modes such as Deathmatch and King of the Hill, there’s now the ability to play as some of the game’s popular bosses (Minos, The Dungeon Lord, the Zombie King and more) in multiplayer, along with the addition of an extensive single-player campaign, a new dungeon setting and 25 new prestige gimmicks.

Key Features:
* Four multiplayer modes for up to four players: Deathmatch, King of the Hill, Piرپata and Survival
* Entirely new, fully scripted and voiced single-player campaign
* New dungeon setting (ice crystal cave) with new graphics, unique prestige gimmicks and a new boss monster
* Playable bosses in multiplayer modes (Minos, Zombie King, Calypso and Dungeon Lord)
* Various dungeon graphics sets and inventories are now available
* New set of skills specifically for multiplayer modes

System requirements:
- OS: Windows XP SP2, Vista, 7
- Processor: 2.0 GHz Dual Core
- Memory: 3 GB
- Hard Disk Space: 2 GB free HDD
- Video Card: 256 MB DirectX 9.0c Graphics card with Shader Model 3.0
- DirectXآ®: 9.0c
- Sound: Windows-compatible Soundcard

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Call of Juarez: The Cartel



Call of Juarez: The Cartel  free pc game full version download is a first-person shooter video game developed by Techland.[2] The game is part of the Call of Juarez western-themed video games, but is set in modern-day Los Angeles and Mexico as up to three players take the role of law enforcement agents.[3] Call of Juarez: The Cartel was demonstrated at Penny Arcade Expo East 2011 and is being developed for OnLive, Microsoft Windows, PlayStation 3, and Xbox 360. It was released on July 19, 2011 for Xbox 360 and PlayStation 3, and it will be released on September 13, 2011 on PC


Plot

On July 4, 2011, the offices of the Drug Enforcement Administration are bombed by unknown assailants. Assistant Deputy Director Shane Dickson enlists Ben McCall, along with FBI agent Kimberly Evans and DEA agent Eddie Guerra. to track down the culprits, with the Mendoza Cartel and Antonio Alvarez as prime suspects. She informs them of the late Patrick Stone, who was investigating the Cartel up until his death in the bombings. They are also tasked with protecting Stone's only daughter, Jessica, a key informant in the investigation, whom they place under witness protection. Kim reveals that the Cartel has been purchasing military-grade hardware from an unknown source.

The trio proceeds to strike at the Cartel through their distributors—domestic street gangs, such as the Araña and the Rolling 50’s. They burn cannabis fields, raid a gang house, disrupt a sex trafficking ring, and intercept a large shipment of cash following an extensive car chase and gunfight.

At Eddie's behest, the team decides to move Jessica to a different safe house across the city in a car driven by one Sergeant Dempsey. Almost immediately, they are intercepted by Cartel gangsters and chased along the freeway until their car is hit by a semi truck. Dempsey is killed, but the rest manage to escape in stolen transportation. Realizing that someone let slip their plans, they resolve to trust no one—not even each other—until their mission is complete.

Afterwards, they find a number for Stone's retired acquaintance, Kevin DonLeavy, who received a package upon his death. They arrange a meeting at the Panorama nightclub, but upon arrival Ben notices Alvarez among the crowd. After approaching her at the bar and handing her a key, DonLeavy is killed by a sniper, uttering only the words "Eagle Pass" before expiring. Jessica flees the scene in terror, with Alvarez in pursuit; despite their best efforts, the three are unable to find her afterwards.

Eddie and Kim learn that Jesús Mendoza, son of Cartel boss Juan Mendoza, is headed to Los Angeles in response to the stolen money delivery. Realizing that abducting Jesús would lead them to the Cartel's arms dealer and grant them a powerful bargaining chip, Eddie asks his street dealer, Hector, to tell Araña to mark anyone asking about the stolen cash, then convinces another dealer, Flaco, to contact Araña about the exact topic. Armed thugs promptly arrive and execute Flaco, and retreat to the El Dorado nightclub to inform their guest, unaware they are being followed; there, the agents fight through Araña gang members and chase down Jesús, stowing him into the trunk of their van.

Ben interrogates Jesús about the Cartel, learning that Alvarez has indeed captured Jessica, and that Jesús was to meet with Michael Duke, CEO of the bankrupt PMC Peacekeepers International, and the Cartel's contact for high-end weaponry; satisfied, they lock Jesús inside a development building.

The next day, the trio rendezvous with Duke in Jesús' stead, Eddie dressed as Jesús, Kim as his escort and Ben as "Harris", a weapons expert. However, Duke reveals Alvarez has arrived, as well; Alvarez recognizes them immediately, but sardonically plays along with their disguises. After a weapons demonstration and unexpectedly dangerous live-fire exercise, Duke rejects the Cartel's payment, and states his new price—Monteczuma's legendary treasure, The Gold of Jaurez, long since unearthed and relocated to the National Museum in Juarez City, Mexico.

That night, gangsters attack the team at their motel, demolishing the walls with a wrecking ball. Despite his multiple attempts at escape, the agents retrieve Jesús and bring him to the Mexican border in exchange for Jessica. However, as the two hostages pass, Alvarez's men assassinate them both
Minimum System Requirements

* OS: Windows XP, Vista or Windows 7
* CPU: Intel Core 2 Duo 2GHz, AMD Athlon 64 X2 2Ghz
* RAM: 1GB for Windows XP, 2GB for Windows Vista/7
* HDD: 8 GB free disk space
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9

Recommended System Requirements

* OS: Windows XP, Vista or Windows 7
* CPU: Intel Core 2 Duo 3GHz, AMD Athlon 64 X2 3Ghz or better
* RAM: 2GB for Windows XP, 3GB for Windows Vista/7
* HDD: 8 GB free disk space
* Sound Card: DirectX 9 Compatible
* DirectX: Version 9
* Internet: 512KBPS
Supported Graphics Cards:
Minimum � Nvidia 8800GT /ATI 3850







Boulder Dash XL


Boulder Dash, originally released in 1984 for Atari 8-bit computers [1], is a series of computer games released for the Apple II, MSX, ZX Spectrum, Commodore 64, and ColecoVision home computers, and later ported to the NES, BBC Micro and Acorn Electron, PC, Amstrad CPC, Amiga and many other platforms. It was created by Peter Liepa and Chris Gray, and on October 28, 1983, acquired and later published by First Star Software, which still owns the rights to the game. Boulder Dash inherits numerous gameplay similarities from the earlier 1982 arcade game The Pit, by Centuri.


The game's protagonist is called "Rockford". He must dig through caves collecting gems and diamonds and reach the exit within a time limit, while avoiding various types of dangerous creatures as well as obstacles like falling rocks and the constant danger of being crushed or trapped by an avalanche, or killed by an underground explosion.

The Commodore 64 version of the first game was also re-released on the Virtual Console in Europe on September 19, 2008, and in North America on June 1, 2009
Game objects
Rockford, left, drops a series of boulders on a series of butterflies. The butterflies explode into diamonds, which fall down the shafts. Commodore 64 version.

Rockford is the hero of the game, the character controlled by the player. His goal is to collect diamonds and avoid contact with monsters and falling rocks.
Dirt and Space are the two basic components of the playfield. Dirt can serve for blocking and/or suspending objects, while space allows them to move freely. Rockford clears dirt as he moves, creating space.
Walls are the delimiters of the level. Two basic types exist, destructible (which looks like brick, and can be removed with explosions) and indestructible (made of titanium and from which the edge of the level is usually made).
The exit is the final goal Rockford must reach after collecting enough diamonds. It is disguised as an indestructible wall, and reveals itself after the required number of diamonds is collected.
Rocks are probably the most commonly encountered elements of the game. Upon removing the dirt from beneath them, they fall until they reach solid ground again. A falling rock can not only crush enemies, but also Rockford as well. Rocks can also "roll off" of other rocks and indestructible walls if there is space beside them, and Rockford can also push single rocks sideways if there is nothing else in the way.
Diamonds are the items Rockford must collect in order to open the exit of a level. They otherwise act like boulders.
Fireflies are one of the common enemies in the game. When next to a wall, they follow it to their left (clockwise); otherwise they circle around a point in a 2x2 area. When a rock or diamond is dropped on them, they explode in a 3x3 square, destroying anything in that area except indestructible walls and leaving empty space behind. They also explode when Rockford touches them, killing both themselves and Rockford.
Butterflies are similar to fireflies, with two important differences. They follow the wall to their right (anti-clockwise) and when they explode, they leave behind nine diamonds arranged in a 3x3 square (unless one of these spaces happens to contain an indestructible wall).
Amoeba is one of the most unpredictable elements of the game. It grows at a random rate, by expanding into adjacent space and dirt. The level settings include a duration after which the amoeba's growth rate will dramatically increase. The amoeba is not directly dangerous to Rockford, although it is capable of enclosing and trapping him, or blocking him from reaching the exit. If the amoeba grows too large, it will solidify into boulders, and if it is stopped from growing any more, it will crystallize into diamonds.
Slime looks similar to the amoeba (colored blue instead of green), but it works completely differently. Slime does not grow, and does not cause enemies to explode on contact. Its functionality is revealed when dropping a rock or a diamond on top of it; slime has a permeability rate which defines how long the item will remain sitting on top of it before falling through. This happens in quite a sudden and random manner, making the game rely on improvising even more.
Expanding walls look and act just like destructible walls, with one difference: when possible, they expand horizontally, often trapping the player or enemies. Expanding walls are made out of themselves - blowing a hole in the middle of a row causes it to close in again almost immediately.
Magic Walls look and act just like destructible walls except that when a boulder is dropped on a magic wall, it falls through and turns into a diamond. Conversely a diamond dropped on a magic wall turns into a boulder. If there is no empty space underneath the magic wall, a boulder or diamond dropped onto it will simply disappear. The level settings specify the amount of time that magic walls will "mill", i.e. turn rocks into diamonds and vice versa; after which they deactivate, and any more rocks or diamonds that fall onto them will simply disappear
Boulder Dash series

The official Boulder Dash games started in 1984 with the original home computer title, and continue to be published by First Star.

Boulder Dash (1984) – The original Boulder Dash was published on multiple home computer and consoles.
Boulder Dash (1984) – It was then released on arcade console by Exidy. This version was almost identical, but with coins buying 30 seconds of game time.[2] Historically, this was the first home computer title to be converted to an arcade console.[2]
Boulder Dash (1985 – Arcade) – In 1985 Comptiq released another arcade version on Data East's "DECO Cassette System", with improved graphics but a reduced display grid on a vertical monitor.[2]
Boulder Dash II (1985) – The second home format was published under several different titles; Rockford's Riot on the MSX, Rockford's Revenge on the C64 (with the former used with the ZX Spectrum's marketing, but the latter used on the cassette inlay). The second release in Japan was titled Champion Boulder Dash.,[2] but it's not a port of the western game.[3]
Boulder Dash 3 (1986 – Apple II, C64, Spectrum, PC) – Monochrome space-themed graphics and poorly designed levels made this a critical failure.[2]
Boulder Dash Construction Kit (1986 – Apple II, C64, Spectrum, Atari 8-bit computers, Atari ST) – This release included a small number of levels, but was titled Boulder Dash IV – The Game for the Spectrum re-release.[2]
Rockford (1988 – Arcade, Amiga, Atari ST, Arcade, Spectrum,[4] Amstrad, C64)[2] - Rockford was originally a licensed arcade game produced by Arcadia Systems, and later converted to various home computer formats
Boulder Dash Part 2 (1990 – Arcade)[2]
Boulder Dash (1990 - Game Boy)[2]
Boulder Dash (1990 - NES)[2]
Boulder Dash EX (2002 – Game Boy Advance) - This one has a new "EX mode" and "Classic mode" which is a direct port of the 1984 PC version.[2]
Boulder Dash Xmas 2002 Edition (2002 – PC)[2]
GemJam Gold (2003 – PC) – The game's credits claim this is based on Boulder Dash, and is licensed by First Star.[2]
Boulder Dash – Treasure Pleasure (2003 – PC)[2]
Boulder Dash: Rocks! (2007 – PSP, DS, iOS)[2]
Boulder DAs Vol 1'(2009 – iOS)[2]
Boulder Dash XL (2011 - Xbox Live Arcade, PC




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Hidden Object


Hidden Object free pc game for pc full version download Puzzle video games are a genre of video games that emphasize puzzle solving. The types of puzzles to be solved can test many problem solving skills including logic, strategy, pattern recognition, sequence solving, and word completion



Definition and gameplay

Puzzle games focus on logical and conceptual challenges, although occasionally the games add time-pressure or other action-elements. Although many action games and adventure games involve puzzles such as obtaining inaccessible objects, a true puzzle game focuses on puzzle solving as the primary gameplay activity.[1] Games usually involve shapes, colors, or symbols, and the player must directly or indirectly manipulate them into a specific pattern.[2]

Rather than presenting a random collection of puzzles to solve, puzzle games typically offer a series of related puzzles that are a variation on a single theme. This theme could involve pattern recognition, logic, or understanding a process. These games usually have a simple set of rules, where players manipulate game pieces on a grid, network or other interaction space. Players must must unravel clues in order to achieve some of victory condition, which will then allow them to advance to the next level. Completing each puzzle will usually lead to a more difficult challenge, although some games avoid exhausting the player by offering easier levels between more difficult ones



or

Puzzle Bobble


Puzzle Bobble (パズルボブル, Pazuru Boburu?), also known as Bust-a-Move, is a 1994 arcade puzzle game (for 1 or 2 players) created by Taito Corporation. It is a simple game based on Taito’s popular 1986 arcade game Bubble Bobble, featuring characters and themes from the original. The game’s characteristically “cute” Japanese animation and music, along with its play mechanics and level designs, made it successful as an arcade title and spawned several sequels and ports to home gaming systems

Two different versions of the original game were released. Puzzle Bobble was originally released in Japan only in June 1994 by Taito Corporation, running on Taito’s B System hardware (with the preliminary title “Bubble Buster”). Then, 6 months later in December, the international Neo Geo version of Puzzle Bobble was released. It was almost identical aside from being in stereo and having some different sound effects and translated text.
The Neo Geo version could be set to display the alternative title “Bust a Move”, which was used in United States, Canada, and sometimes in Europe. This mode also featured anti-drugs and anti-littering messages in the title sequence.
Gameplay
At the start of each round, the rectangular playing arena contains a prearranged pattern of coloured “bubbles”. (These are actually referred to in the translation as “balls”; however, they were clearly intended to be bubbles, since they pop, and are taken from Bubble Bobble.) At the bottom of the screen, the player controls a device called a “pointer”, which aims and fires bubbles up the screen. The colour of bubbles fired is randomly generated and chosen from the colours of bubbles still left on the screen.
The fired bubbles travel in straight lines (possibly bouncing off the side walls of the arena), stopping when they touch other bubbles or reach the top of the arena. If a bubble touches identically-coloured bubbles, forming a group of three or more, those bubbles—as well as any bubbles hanging from them—are removed from the field of play, and points are awarded.
After every few shots, the “ceiling” of the playing arena drops downwards slightly, along with all the bubbles stuck to it. The number of shots between each drop of the ceiling is influenced by the number of bubble colours remaining. The closer the bubbles get to the bottom of the screen, the faster the music plays and if they cross the line at the bottom then the player dies and the game is over.
The objective of the game is to clear all the bubbles from the arena without dying. Bubbles will fire automatically if the player remains idle. After clearing the arena, the next round begins with a new pattern of bubbles to clea Scoring system
As with many popular arcade games, experienced players (who can complete the game relatively easily) become much more interested in the secondary challenge of obtaining a high score (which involves a lot more skill and strategy). Puzzle Bobble caters to this interest very well, featuring an exponential scoring system which allows extremely high scores to be achieved.
“Popped” bubbles (that is, bubbles of the same colour which disappear) are worth 10 points each. However, dropped bubbles (that is, bubbles that were hanging from popped bubbles), are worth far more: one dropped bubble scores 20 points; two score 40; three score 80. This figure continues doubling for each bubble dropped, up to 17 or more bubbles which scores 1,310,720 points. It is possible to achieve this maximum on most rounds (sometimes twice or more), resulting in a potential total score of 30 million and beyond.
Bonus points are also awarded for completing a round quickly. The maximum 50,000-point bonus is awarded for clearing a round in 5 seconds or less; this bonus then drops down to zero over the next minute, after which no bonus is awarded